The Vile Worm introduces a cool background and an interesting villain, then throws them out of the window right at the beginning of the adventure in favor of a short and linear sidetrek that lacks challenge and originality.

While the handouts and the map are amazing the content is mediocre at best with lazy writing. There is nothing original, interesting, evocative about the adventure. It needs more work from the Judge to become memorable.

Love it, read the whole book in two days and love the way its set out. SU Systems and the ships, aliens, SONIC weapons, its just fantastic! Its also very very simple which is why this is the game ill be teaching to those that are new to roleplaying games.

Disappointing to my players as the adventure was not dangerous enough S written to be used as a character funnel. No deaths until the last scene, and even then I had to double the boss' hit points. Triple all the enemies and you will have a funnel... But plot wise it's also really thin. Which is okay I guess as it works for a session. I do think some flavor text would have really helped, given this seems to style itself a pick up and play product. I'd run one of their games again, because they're simple, not over written, and seem good As low prep adventures, but I'd expect to have to do some prep to get it ready.

With White Star out, this appears 'swept under the table'; but, as a slightly 'rules light-ish' OSR d20 sci-fi RPG, I think it still holds OK.
X-plorers doesn't appear to be in Lulu's list any more as POD (or any other format).

X-plorers is somewhere in the middle of Starships & Spacemen and White Star. Both thematically and in terms of rules. There is a more of an old school vibe of this one. So to continue my analogies to the point of breaking, X-plorers is more Buck Rogers, the old serials and 50s sci-fi movies.

The book itself is 41 pages. This includes cover, title page, ogl page and a trademark license. The trademark license is nice. You can make content that is "X-Plorers Compatible" as long as you abide by the license. Yes other games do this too.

Characters have class, hit points, and levels just like most OSR books. The characters in X-Plorers though only have 4 attributes; Agility, Intelligence, Physique and Presence. They are still ranked 3-18. There are also four classes; Scientist, Soldier, Scouts and Technicians. Personally I think some sort of Royalty or Ambassador class might have been a nice inclusion as well.
There are some multi-classing rules too which are nice to see.

Equipment is covered next. The basic unit of commerce is the credit (cr). It functions largely the same way the gold piece does. Gear and weapons are covered, but also vehicles and robots. Near the end we cover skills as well.

Chapter 3 covers running the game. This includes saves, combat and skill checks. All similar territory to other games.

Chapter 4 details Space. This covers ships, buying and outfitting with crew as well as combat. Each phase of combat is discussed, so the gunner, engineer, pilot and so on. This reminds me of some the of old school Naval ship battles. Ship repair is also covered.

This is followed by a referee's section. This covers creating a game and running one. There is a small section on Aliens and Planets.
NPCs, Allies and Monsters are featured in the next section. I would have liked more, but again, these are easy to take from any fantasy game.

Chapter X is an adventure/background piece on Roswell. There are even stats for the Greys, whic is really cool to be honest.
Chapter Y covers psionics and pyschic characters. This is also pretty cool.

We end with some sheets for characters and ships.

X-plorers is a light game and designed to emulate the games of the 70s. So in that respect it does the job well. Some people will want more, but there is still a lot here. Rule-wise it reminds me more of White Box Swords & Wizardry, in fact you could use S&W as the rules and the rest as add-on.

X-plorers is somewhere in the middle of Starships & Spacemen and White Star. Both thematically and in terms of rules. There is a more of an old school vibe of this one. So to continue my analogies to the point of breaking, X-plorers is more Buck Rogers, the old serials and 50s sci-fi movies.

The book itself is 41 pages. This includes cover, title page, ogl page and a trademark license. The trademark license is nice. You can make content that is "X-Plorers Compatible" as long as you abide by the license. Yes other games do this too.

Characters have class, hit points, and levels just like most OSR books. The characters in X-Plorers though only have 4 attributes; Agility, Intelligence, Physique and Presence. They are still ranked 3-18. There are also four classes; Scientist, Soldier, Scouts and Technicians. Personally I think some sort of Royalty or Ambassador class might have been a nice inclusion as well.
There are some multi-classing rules too which are nice to see.

Equipment is covered next. The basic unit of commerce is the credit (cr). It functions largely the same way the gold piece does. Gear and weapons are covered, but also vehicles and robots. Near the end we cover skills as well.

Chapter 3 covers running the game. This includes saves, combat and skill checks. All similar territory to other games.

Chapter 4 details Space. This covers ships, buying and outfitting with crew as well as combat. Each phase of combat is discussed, so the gunner, engineer, pilot and so on. This reminds me of some the of old school Naval ship battles. Ship repair is also covered.

This is followed by a referee's section. This covers creating a game and running one. There is a small section on Aliens and Planets.
NPCs, Allies and Monsters are featured in the next section. I would have liked more, but again, these are easy to take from any fantasy game.

Chapter X is an adventure/background piece on Roswell. There are even stats for the Greys, whic is really cool to be honest.
Chapter Y covers psionics and pyschic characters. This is also pretty cool.

We end with some sheets for characters and ships.

X-plorers is a light game and designed to emulate the games of the 70s. So in that respect it does the job well. Some people will want more, but there is still a lot here. Rule-wise it reminds me more of White Box Swords & Wizardry, in fact you could use S&W as the rules and the rest as add-on.

I give this 3 stars because I think it's great that you published your house rules. I have done the same, although I never thought to put it on Drivethru. The formatting is easy to look at and the material is simple and clear. I wish you had elaborated a bit more on using rituals in place of higher level spells.

That said, These house rules create a very specific sort of game. I don't think I would use any of them, with the exception of granting an additional HP as a reward for adventures completed (up to the maximum allowed). It is a brilliant way to both award active characters and also increase their ability to survive without the arbitrary "just use max hp".

I will keep an eye out for a ritual magic system based on the higher level spells.

A marvelous little product that can get anyone new to the hobby up and running in minutes. I've used Dagger to introduce over 30 public school kids to their first table top RPG experience.

Kids who are used to the fast, low requirement entry of console gaming aren't chased off by the extremely brief and simple rules ("You mean we have to READ something BEFORE we play?").

The rules invite tinkering and modifying to taste, but don't require it in any way and as players are ready for more options in the future they'll have minimal difficulty moving to Dungeon Crawl Classics, Labyrinth Lord, vintage D&D reprints, or D&D Next, since those products share the same gaming "DNA" (class, level, monster, to hit, saving throw, etc.).

Finally, and in my opinion most importantly, Dagger provides so simple and clear a framework that I've been able to use it to get about five brave kids to start designing and running their own adventures for their peers! New players are one thing, but new GMs/DMs are another! Dagger can get kids comfortable making rulings and developing confidence (vs the game stalling as they dig through a rulebook) right from the start.

This module already has a nice review that is "spot on", so I'll just cover a couple of things quick and dirty: the module text is DM friendly (italicized sections to be read to players), has a nice background and quick player hook, B/W art and player handouts. It doesn't have pre-geberated characters, which is just as well. I've never been a fan of 0-level characters, so we'll probably just roll some 1st level ones. The "jury is out" on two possible issues though. The pages look tall enough to be legal-sized, so I'm not sure if I'm going to have trouble printing this adventure out. Also, while the map looks amazing with not a single space wasted (B/W art), I'm not sure I'm going to have trouble or not reading it during gaming due to all the decorative art.

I am new to DCC RPG. It is fast to play, and I am using commercially available stuff in my game since I pressed for time. Goodman Games produces fantastic stuff, and I've read that this publisher does great as well.

But the quality here is lacking. The story does not measure up to Goodman Games' quality. I may give this publisher one more shot, and if this is what they've got, I'll buy from others.

This scenario is very, very brief. I paid $3 for it. But it is so simple and short that it is about what I could have come up with myself on the fly.

I will expand it to last a 5-6 hour game session, adding encounters, etc. But this is a 3 hour deal, tops, based on the adventure itself.

There are 6 or 7 pages of actual adventure/content, depending on whether you counting the beginning summary as content. The map for the adventure fits on one page, one sided.

The art is excellent -- pure DCC RPG old school. But the scenario is kinda boring and lacks a story, the main character lacks a defined, credible reason for being who and what he is.

This should be a freebie or a buck or two. I can't complaint for the $3 I paid -- I guess I'd just rather have paid $7-10 and gotten a Goodman Games adventure that would last 3 game sessions.

The listed treasure is a monty haul for surviving 1st level characters, unless you want them all in plate with warhorses and various finery at 1st level. That's not how I roll...

Overall, it is not a bad value, but I was just not "wow'ed" by it at all.

Art: 5/5
Writing: 4/5 clear and concise and easy to read and understand, good if you've got 30 minutes to get ready to run something.
Originality/Quality of story: 2/5
Length: 2/5